Driver activity recognition in virtual reality driving simulation

Author(s):  
Osama Halabi ◽  
Sara Fawal ◽  
Eman Almughani ◽  
Lina Al-Homsi
2017 ◽  
Vol 79 (7) ◽  
Author(s):  
Kang Hooi-Siang ◽  
Mohamad Kasim Abdul Jalil ◽  
Lee Kee-Quen

Interactive simulation in automotive driving has enhanced the studies of driver behaviors, traffic control, and vehicle dynamics. The development of virtual reality (VR) technology leads to low cost, yet high fidelity, driving simulator become technically feasible. However, a good implementation of high realism and real-time interactive three-dimensional (3D) virtual environment (VE) in an automotive driving simulation are facing many technical challenges such as accessibility, dissimilarity, scalability, and sufficiency. The objective of this paper is to construct a virtual reality system for an automotive driving simulator. The technology with variations of terrain, roadway, buildings, and greenery was studied and developed in the VE of the simulator. Several important technical solutions in the construction of VE for driving simulation had been identified. Finally, the virtual reality system was interactively used in a driver-in-loop simulation for providing direct road elevation inputs to the analysis of vehicle dynamics model (VDM). The results indicated identical matching between the VDM inputs and the VE outputs. The outcomes of this paper lead to a human-in-the-loop foundation of a low-cost automotive driving simulator in the vehicle engineering research. 


2008 ◽  
Vol 392-394 ◽  
pp. 1047-1054
Author(s):  
Kai Xue ◽  
F. Yang

The factors of outline appearance, colors and interior decorations in vehicle design have direct influence on consumers. How to express these factors rapidly and vividly by using virtual reality (VR) technology has been researched in the paper. Firstly, the design scheme has been presented out of virtual driving platform. Secondly, the vehicle models and its exterior scenes have been built. In addition, the virtual driving platform has been established based on EON Studio, the Cg advanced rendering and the collision detection are developed of vehicle body and exterior scenes. Finally, the human-machine interactive operations have been realized, which provides virtual environment for designers and customers to observe and experience freely in the virtual driving platform.


Author(s):  
Daniel Paysan ◽  
Luis Haug ◽  
Michael Bajka ◽  
Markus Oelhafen ◽  
Joachim M. Buhmann

AbstractPurpose: Virtual reality-based simulators have the potential to become an essential part of surgical education. To make full use of this potential, they must be able to automatically recognize activities performed by users and assess those. Since annotations of trajectories by human experts are expensive, there is a need for methods that can learn to recognize surgical activities in a data-efficient way. Methods: We use self-supervised training of deep encoder–decoder architectures to learn representations of surgical trajectories from video data. These representations allow for semi-automatic extraction of features that capture information about semantically important events in the trajectories. Such features are processed as inputs of an unsupervised surgical activity recognition pipeline. Results: Our experiments document that the performance of hidden semi-Markov models used for recognizing activities in a simulated myomectomy scenario benefits from using features extracted from representations learned while training a deep encoder–decoder network on the task of predicting the remaining surgery progress. Conclusion: Our work is an important first step in the direction of making efficient use of features obtained from deep representation learning for surgical activity recognition in settings where only a small fraction of the existing data is annotated by human domain experts and where those annotations are potentially incomplete.


Symmetry ◽  
2020 ◽  
Vol 12 (10) ◽  
pp. 1645
Author(s):  
Yoshiaki Saito ◽  
Kazumasa Kawashima ◽  
Masahito Hirakawa

Recently, virtual reality (VR) has become popular for a variety of applications, such as manufacturing and entertainment. In this study, considering that a driver’s head moves according to the motion of turning the steering wheel, we explored the effectiveness of head movement as a means for steering a vehicle in a virtual reality driving simulation. First, we analyzed the motion axes that are effective for control and found that the x (horizontal) direction, yaw rotation, and roll rotation are potential candidates. Through the implementation of a simulator, which allows participants to steer the vehicle by means of head movement, it was found that the x-axis movement was the most reliable as it reduced VR sickness while guaranteeing better usability and realistic motion. Human–machine interaction can become conceived of as symmetrical in the sense that if a machine is truly easy for humans to handle, it means that they can get the best out of it.


2020 ◽  
Vol 2020 (9) ◽  
pp. 39-1-39-7
Author(s):  
Mingming Wang ◽  
Anjali Jogeshwar ◽  
Gabriel J. Diaz ◽  
Jeff B. Pelz ◽  
Susan Farnand

A virtual reality (VR) driving simulation platform has been built for use in addressing multiple research interests. This platform is a VR 3D engine (Unity © ) that provides an immersive driving experience viewed in an HTC Vive © head-mounted display (HMD). To test this platform, we designed a virtual driving scenario based on a real tunnel used by Törnros to perform onroad tests [1] . Data from the platform, including driving speed and lateral lane position, was compared the published on-road tests. The correspondence between the driving simulation and onroad tests is assessed to demonstrate the ability of our platform as a research tool. In addition, the drivers’ eye movement data, such as 3D gaze point of regard (POR), will be collected during the test with an Tobii © eye-tracker integrated in the HMD. The data set will be analyzed offline and examined for correlations with driving behaviors in future study.


2010 ◽  
Vol 175 (6) ◽  
pp. 411-416 ◽  
Author(s):  
Daniel J. Cox ◽  
Margaret Davis ◽  
Harsimran Singh ◽  
Brent Barbour ◽  
F. Don Nidiffer ◽  
...  

SAGE Open ◽  
2021 ◽  
Vol 11 (3) ◽  
pp. 215824402110321
Author(s):  
Doo-Hun Choi ◽  
Ghee-Young Noh

The three-dimensional (3D) virtual reality content is widely used for educational and training purposes, and there has been interest in how virtual reality environments influence users’ learning effect. Analyzing survey data collected from a game play, this study examined how presence in a 3D virtual reality car driving simulation game impacts players’ learning transfer intention through flow, arousal, and enjoyment. Using structural equation modeling, the results showed that presence was positively associated with flow and arousal, which in turn contributed to an increase in enjoyment of the game. The enjoyment played a significant role in elevating the players’ learning transfer intention. These results provide an understanding of the psychological mechanisms behind the impact of presence on learning transfer intention in a 3D virtual reality driving simulation game. Limitations and implications of the study are discussed in greater detail.


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